Members Pige123 Posted Friday at 12:14 AM Members Posted Friday at 12:14 AM Hi Here is some game file for Disney Speedstorm and some QuickBms files too. Hopefully, somebody can make a blender plugins or noesis plugins. https://store.steampowered.com/app/1537830/Disney_Speedstorm/ https://www.dropbox.com/scl/fi/4e6xioz4dgizdpqdjde1q/disney-file.rar?rlkey=81r67hynb9vels9itn89jvt45&st=g5ned6y0&dl=0 Thanks 🙂
Engineers shak-otay Posted Friday at 03:26 PM Engineers Posted Friday at 03:26 PM (edited) Hi, there was a thread already. One result I got is (edit: one set of vertices, another one see in my next post): (Don't have that sample any more, car_24922C7461E7A08C.json.jmodel, but if you upload it I could check it again.) Edited Saturday at 08:57 PM by shak-otay
Members Pige123 Posted Friday at 09:30 PM Author Members Posted Friday at 09:30 PM Hi Thanks for the reply. https://www.dropbox.com/scl/fi/1w80o3nyqxi6c65ntzumb/car_24922C7461E7A08C.json.jmodel?rlkey=8grue2kq4y8mvgzgqze2zqrjy&st=seqbisjh&dl=0 He is the file https://mega.nz/file/AEFyjbzb#J-M2lVQMtK9MR5AGTFCSgz4MoTWRDddfDn8LhLTkous Here is the raw pack file too Thanks 🙂 1
Engineers shak-otay Posted Saturday at 06:06 PM Engineers Posted Saturday at 06:06 PM (edited) edit: (if you want another json.jmodel extracted, upload the sample, and I'll give it a try.) Hi, I rechecked the sample again and couldn't retrieve the character, instead I got this, strange (the used bms script doesn't seem to fit): edit: I found this one on my old PC and now I know how I created it, 2 years ago: (The picture of the oger in my previous post seems to use another set of vertices, funny:) Edited Saturday at 09:01 PM by shak-otay
Members Pige123 Posted Saturday at 09:06 PM Author Members Posted Saturday at 09:06 PM Hi Thanks for the reply. https://mega.nz/file/UY9whCBB#eo4Mh8jIXgPeMUj6Q7PEqVQje78sHlfbLVj5itreL7E Here is some more file Thanks 🙂 1
Engineers shak-otay Posted Saturday at 09:18 PM Engineers Posted Saturday at 09:18 PM (edited) Thanks! (I see, already unpacked, cool). I'll try davyjones, I guess... edit: looks a little bit different. I'll try that tomorrow. (Would you mind to upload car_D6FEB3774ACDC3DC.json, so that I can unpack it myself - just to be sure whether we use the same script). Edited Saturday at 09:29 PM by shak-otay
Members Pige123 Posted Saturday at 09:37 PM Author Members Posted Saturday at 09:37 PM Hi Thanks for the reply. https://mega.nz/file/8E91gQ5R#ZSFpInsbTl4mVMbnm5dJB9fyu7aoWfvX9eEpatwfd4I He is the file Thanks 1
Engineers shak-otay Posted Saturday at 10:47 PM Engineers Posted Saturday at 10:47 PM Thanks! Well, I got the same results as you (except for fx05_Dummy, which has a wrong size, 4010757185 -> ignored). So _root is different organized than that of the oger. Will take some time to check...
Members Pige123 Posted Saturday at 11:36 PM Author Members Posted Saturday at 11:36 PM Hi Thanks for the reply. Sounds good🙂 Thanks
Engineers shak-otay Posted Sunday at 10:34 PM Engineers Posted Sunday at 10:34 PM DavyJones, _root, 0x48F8, I thought I had an idea for creating faces (skipped values in black rectangles) but badly failed:
DKDave Posted Sunday at 11:51 PM Posted Sunday at 11:51 PM I did amend my QuickBMS extraction script, so hopefully nobody is still using a really old one. This will extract the mesh data blocks - file 512 is the vertex data, 533 is the face data (0xFF-terminated strips). The first 2 sections are bone info and texture names, which I haven't done anything with as yet. If I knew the exact structure of the submesh info at the end of the file, a script would be possible, but it's a horrible format as far as I can see. Doing it manually for each submesh is no fun: jmodel.zip 1
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